Possessor Bonus Class 1.5.4

Killed by golem (servant of Wario) at level 16 on the 33rd Pyre 123rd year of Ascendancy at 14:05
Killed by snow giant boulder thrower at level 17 on the 68th Pyre 123rd year of Ascendancy at 13:37

5 / 2

Primary Stats

Strength

66 (base 32)

Dexterity

32 (base 15)

Constitution

55 (base 40)

Magic

111 (base 64)

Willpower

77 (base 44)

Cunning

102 (base 60)

Resources

Life

954/1046

Mana

801/801

Positive

55/247

Healing Factor

1.0699999999999

Regeneration

-1.8724999999998

Speed

Mental

0%

Attack

0%

Movement

+43.4811719639%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

4

Infravision

6

See Stealth

56.508115550706

See Invisible

68.508115550706

ESP Range

10

ESP Kinds

animal/canine

Offense: Mainhand

Damage

117

Accuracy

42

Crit Chance

51%

APR

67

Speed

1.00

Offense: Spell

Spellpower

77

Crit Chance

83%

Speed

1

Offense: Mind

Mindpower

54

Crit Chance

51%

Speed

1

Offense: Damage Bonus

Acid

+35%

Arcane

+89%

Cold

+95%

All

+29%

Lightning

+228%

Light

+37%

Physical

+44%

Fire

+107%

Darkness

+42%

Offense: Damage Penetration

Lightning

+45%

Nature

+15%

Cold

+30%

Blight

+15%

Arcane

+30%

Fire

+30%

All

0%

Defense: Base

Armour (hardiness)

28 (50%)

Defense

31

Ranged Defense

31

Fatigue

10

Physical Save

32

Spell Save

45

Mental Save

40

Defense: Resistances

Acid

+ 45%( 70%)

Blight

+ 31%( 70%)

Arcane

-1%( 40%)

Cold

+ 49%( 80%)

All

+ 22%( 70%)

Lightning

+ 85%( 85%)

Darkness

+ 45%( 80%)

Physical

+ 33%( 70%)

Fire

+ 68%( 80%)

Nature

+ 46%( 80%)

Defense: Immunities

Knockback Resistance

100%

Stun Resistance

100%

Instadeath Resistance

100%

Confusion Resistance

10%

Inscriptions (4/4)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 621% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 4 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Constitution stat.

Also removes cross-tier effects of the affected types for free.
Its effects scale with your Constitution stat.

Infusion: Primal

Class Talents

Spell / Fire alchemy

1.30

Effective talent level: 1.3Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellWill Deactivate: Lightning InfusionDescription: When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.
In addition all fire damage you do is increased by 7%.
You cannot have more than one alchemist infusion sustain active at once.

Flame Infusion

1/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 98.4Range: 6Cooldown: 34Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 2 turns.
If a creature inside is victim of fire burns the smoke will consume instantly, replicating the burns on all foes and increasing its duration by 1 turns.
Duration will increase with your Spellpower.

Smoke Bomb

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 84Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A furious fire storm rages around the caster, doing 21.34 fire damage in a radius of 3 each turn for 10 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower.

Effective talent level: 1.3Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellWill Deactivate: Lightning InfusionDescription: When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
In addition all cold damage you do is increased by 7%.
You cannot have more than one alchemist infusion sustain active at once.

Frost Infusion

1/5

Effective talent level: 0.0Use mode: PassiveDescription: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 2 turns when they hit it.
This ice provides your golem with 2 additional armour, melee attacks against it deal 7.1 Cold damage to the attacker, and 50% of its damage is converted to Cold.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem.

Ice Armour

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 36Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Invoke a blast of cold all around you with a radius of 0, doing 43.7 Cold damage and freezing creatures to the ground for 2 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower.

Effective talent level: 6.5Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
In addition all lightning damage you do is increased by 30%.
You cannot have more than one alchemist infusion sustain active at once.

Effective talent level: 6.5Use mode: ActivatedMana cost: 48Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: By crushing an alchemist gem you generate a thunderclap in a cone of radius 9 dealing 199.01 physical damage and 453.40 lightning damage.
All creatures caught inside are knocked back and disarmed for 8 turns.
The duration and damage will increase with your Spellpower.

Thunderclap

5/5

Effective talent level: 6.5Use mode: SustainedSustain mana cost: 100Range: 4Cooldown: 40Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Infuse your body with lightning energy, bolstering your movement speed by +18%.
Each turn, a foe within range 4 will be struck by lightning and be dealt 241.3 Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least 209 life (20% of your maximum life) since your last turn, you will gain 106% of a turn.
The effects increase with your Spellpower.

Effective talent level: 6.5Use mode: PassiveDescription: Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
Gem level usable: 5
Gem changing is done in the golem's inventory.

Gem Golem

5/5

Effective talent level: 5.2Use mode: ActivatedMana cost: 24Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You activate a special mode of your golem, boosting its regeneration rate by 74.86 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 55% life.
While supercharged, your golem is enraged and deals 25% more damage.

Supercharge Golem

4/5

Effective talent level: 6.5Use mode: PassiveDescription: Increases your golem's life, mana and stamina regeneration rates by 5.00.
At level 1, 3 and 5, the golem also gains a new rune slot.
Even without this talent, Golems start with three rune slots.

Runic Golem

5/5

Spell / Explosive admixtures

1.30

Effective talent level: 6.5Use mode: ActivatedMana cost: 6Range: 9Cooldown: 4Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Imbue an alchemist gem with an explosive charge of mana and throw it.
The gem will explode for 179.8 dazing lightning damage.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower.

Throw Bomb

5/5

Effective talent level: 6.5Use mode: PassiveDescription: Grants 100% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by 15%.
At talent level 5 it also protects against all side effects of your bombs.

Alchemist Protection

5/5

Effective talent level: 6.5Use mode: PassiveDescription: Your alchemist bombs now affect a radius of 6 around them.
Explosion damage may increase by 0% (if the explosion is not contained) to 216% if the area of effect is confined.

Explosion Expert

5/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 38.4Range: 2Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Crush together two alchemist gems, making them extremely unstable.
You then throw them to a target area, where they explode on impact, dealing 12.91 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower.

Shockwave Bomb

0/5

Spell / Acid alchemy

1.30

Effective talent level: 1.3Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellWill Deactivate: Lightning InfusionDescription: When you throw your alchemist bombs, you infuse them with explosive acid that can blind.
In addition all acid damage you do is increased by 7%.
You cannot have more than one alchemist infusion sustain active at once.

Acid Infusion

1/5

Effective talent level: 1.3Use mode: PassiveDescription: While Acid Infusion is active, your bombs coat your golem in acid for 6 turns when they hit it.
While coated, any melee hit agaist your golem has a 38% chance to trigger a radius 4 cone of acid towards the attacker that does 61.4 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem.

Caustic Golem

1/5

Effective talent level: 6.5Use mode: ActivatedMana cost: 60Range: 7Cooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A radius 3 pool of acid spawns at the target location, doing 83.9 Acid damage each turn for 11 turns.
All creatures caught in the mire will also suffer a 46% slowness effect.
The damage will increase with your Spellpower.

Caustic Mire

5/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 54Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Acid errupts all around your target, dealing 40.4 acid damage.
The acid attack is extremely distracting, and may remove up to 1 physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).
The damage and chance to remove effects will increase with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedMana cost: 48Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a 25% chance to target your golem instead.

Golem Portal

0/5

Generic Talents

Effective talent level: 3.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 6.5Use mode: ActivatedMana cost: 96Range: melee/personalCooldown: 100Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Imbue body armour, a belt, or a head piece with a gem (up to tier 5), granting it additional powers.
You can only imbue items once, and it is permanent.

Imbue Item

5/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 24Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Crush 5 alchemist gems into dust to mark impassable terrain next to you. You immediately enter it and appear on the other side of the obstacle, up to 13 grids away.

Gem Portal

1/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 54Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Touch your foe and turn it to stone for 2 turns.
Stoned creatures are unable to act or regen life, and are very brittle.
If a stoned creature is hit by an attack that deals more than 30% of its life, it will shatter and be destroyed.
Stoned creatures are highly resistant to fire and lightning, and somewhat resistant to physical attacks.
At level 3 the touch will become a beam.
This spell may fail against creatures resistant to being stunned, that are specifically immune to stoning, or certain bosses.

Stone Touch

0/5

Race / Shalore

1.00

Effective talent level: 5.0Use mode: ActivatedRange: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Call upon the grace of the Eternals to increase your general speed by 51% for 5 turns.
The speed bonus will increase with your Dexterity or Magic (whichever is higher).

Grace of the Eternals

5/5

Effective talent level: 5.0Use mode: PassiveDescription: Reality bends slightly in the presence of a Shaloren, due to their inherent magical nature.
Increases critical chance by 10% and critical strike power by 20%.

Magic of the Eternals

5/5

Effective talent level: 1.0Use mode: SustainedRange: melee/personalCooldown: 47Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: As the only immortal race of Eyal, Shaloren have learnt, over the long years, to use their innate inner magic to protect themselves.
21% chance to become invisible (power 27) for 5 turns, when hit by a blow doing at least 10% of their total life.

Secrets of the Eternals

1/5

Effective talent level: 5.0Use mode: ActivatedRange: melee/personalFixed Cooldown: 50Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: The world grows old as you stand through the ages. To you, time is different.
Reduces the time remaining on detrimental effects by 10, most cooling down talents by 5, and increases the time remaining on beneficial effects by 5 (up to 2 times the current duration).

Timeless

5/5

Spell / Staff combat

1.53

Effective talent level: 1.5Use mode: ActivatedMana cost: 6Range: 8Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 78% staff damage.
The bolt will only hurt hostile targets, and pass safely through friendly ones.
This attack always has a 100% chance to hit, and ignores the target's Armour.
When projecting a bolt with your staff its damage modifier is increased by 20%.

Channel Staff

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0 and increases weapon damage by 0% when using staves.

Effective talent level: 2.4Use mode: ActivatedPositive energy gain: 22Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A magical zone of Sunlight appears around you, healing and shielding all within a radius of 2 for 39.39 per turn and increasing healing effects on everyone within by 44%. The effect lasts for 5 turns.
Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
It also lights up the affected area.
The amount healed will increase with the Magic stat

Bathe in Light

3/5

Effective talent level: 0.8Use mode: ActivatedPositive energy gain: 22Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A protective shield forms around you that lasts for up to 10 turns and negates 170 damage.
The total damage the barrier can absorb will increase with your Spellpower.

Barrier

1/5

Effective talent level: 4.0Use mode: ActivatedPositive energy gain: 22Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Places you under the protection of a ray of sunlight. For 6 turns, the light removes a single negative effect from you every turn.

Providence

5/5

Prodigies

Effective talent level: 1.0Use mode: ActivatedRange: 10Cooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: You can wrap temporal threads around you, assuming the form of a telugoroth for 10 turns.
While in this form you gain pinning, bleeding, blindness and stun immunity, 30% temporal resistance, your temporal damage bonus is set to your current highest damage bonus + 30%, 50% of the damage you deal becomes temporal, and you gain 20% temporal resistance penetration.
You also are able to cast anomalies: Anomaly Rearrange, Anomaly Temporal Storm, Anomaly Flawed Design, Anomaly Gravity Pull and Anomaly Wormhole.

Temporal Form

1/1

Effective talent level: 1.0Use mode: PassiveDescription: You are very crafty. You can now also embed gems into helms and belts.

Crafty Hands

1/1

Effects

talent

Lightning Infusion

talent

Living Lightning

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.
You have laid Celia to rest, putting an end to her gruesome experiments.

And now for a grave

done

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.
You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city.
You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor.
You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days.
Tannen revealed himself as the vile scum he really is and trapped you in his tower.

Back and there again

done

You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.

There are also rumours of a renegade Shaloren camp to the west.

* You have explored the scintillating caves and destroyed the Spellblaze Crystal.* You have explored the Rhaloren camp and killed the Inquisitor.

Echoes of the Spellblaze

done

You have killed Ungolë in Ardhungol and saved the Sun Paladin.

Eight legs of wonder

done

You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves.
As a reward you improved Magic by +2.

Escort: lone alchemist (level 3 of Scintillating Caves)

done

You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire.
As a reward you gained talent category Celestial / Light (at mastery 0.80).

Escort: lost anorithil (level 3 of Trollmire)

done

You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell.
As a reward you improved talent Healing Light (+1 level(s)).

Escort: lost anorithil (level 4 of Dreadfell)

done

You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest.
As a reward you improved Strength by +2.

Escort: lost warrior (level 1 of Old Forest)

done

You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell.
As a reward you learnt talent Vitality (+1 level(s)).

Escort: lost warrior (level 5 of Dreadfell)

done

You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.
As a reward you improved talent Heightened Senses (+1 level(s)).

Escort: repented thief (level 2 of Old Forest)

done

You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.
As a reward you improved Dexterity by +2.

Escort: repented thief (level 2 of Trollmire)

done

You successfully escorted the repented thief to the recall portal on level 4 of Old Forest.
As a reward you improved talent Heightened Senses (+1 level(s)).

Escort: repented thief (level 4 of Old Forest)

done

You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.
Seek the Sorcerers and stop them before they bend the world to their will.
To enter, you will need the four orbs of command to remove the shield over the peak.
The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.

Falling Toward Apotheosis

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happening there.

Important news

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.

Lost Knowledge

active

After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.
Melinda was saved from the brink of death at the beach, by a strange wave of blight.

Melinda, lucky girl

active

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them.* You have unlocked the training room.* You have unlocked the hall of reflections.* You have upgraded your rod of recall to transport you to the fortress.* You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal.

The fortress's current energy level is: 1254.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.

Storming the city

done

You arrived through the farportal in a cave, probably in the Far East.
Upon arrival you met an Elf and an orc fighting.
You decided to side with the Elven lady.
Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.

Strange new world

done

You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope.Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance.Marus of Elvala has completed an elixir of the savior without your aid.Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery.You have aided Agrimley the hermit in creating an elixir of explosive force.You have aided Agrimley the hermit in creating an elixir of focus.Ungrol of Last Hope has completed an elixir of brawn without your aid.Ungrol of Last Hope has completed an elixir of stoneskin without your aid.You have aided Ungrol of Last Hope in creating an elixir of foundations.

The Brotherhood of Alchemists

done

You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.
This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice; do not let the orcs finish their work!

You arrived in time and interrupted the ritual. The sorcerers have departed.
Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.

The Doom of the World!

done

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You have found an orb of command that seems to be used to open the shield protecting the High Peak.
There seems to be a total of four of them. The more you have the weaker the shield will be.

The Orbs of Command

done

You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.
They were trying to bring it back into the world using a human sacrifice.
You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.

The Sect of Kryl-Feijan

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
3 lumberjacks have died.

The beast within

done

Investigate the bastions of the Pride.* You have destroyed Rak'shor.* You have destroyed Vor.* You have destroyed Grushnak.* You have destroyed Gorbat.

The many Prides of the Orcs

done

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

done

Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.* You have found a Blood-Runed Athame.* You have found the Resonating Diamond.

There and back again

done

You have found a slavers' compound and entered it.

Till the Blood Runs Clear

active

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

When wielded/worn:
Changes resistances: +9% blight / +10% darkness
Spellpower: +4 (+1 eff.)
Spell crit. chance: +5%
Light radius: +4
Infravision radius: +4
See invisible: +12
The wearer is treated as an undead.
The wearer no longer has to breathe.It can be used to activate talent Retch, placing all other charms into a 30 cooldown :Effective talent level: 1.0Power cost: 30 out of 30/30.Range: melee/personalTravel Speed: instantaneousDescription: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 7 turns, and deals 30 blight damage or heals 35 life.
Creatures standing in the retch also have 5% chance to remove a physical effect each turn.
Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.

Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.

When wielded/worn:Effects on melee hit:
* 30% chance to daze at end of turn
* 30% chance to inflict 15% damage reduction
Damage when hit (Melee): 20 lightning
Changes resistances: +9% lightning
Changes damage: +27% lightning / +6% darknessIt can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns.

Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish.
Light around it seems to dim and you can feel its tremendous power simply by touching it.
The Sorcerers seem to have awakened its power."And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."

When wielded/worn:
Armour: +3
Changes stats: +4 Mag
Changes resistances: +15% lightning
Changes resistances cap: +5% lightning
Changes damage: +10% lightning
Critical mult.: +20.00%
Spell crit. chance: +5%It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) :Effective talent level: 3.0Power cost: 16 out of 16/16.Range: 10Travel Speed: instantaneousIs: a spellDescription: Invokes a forking beam of lightning doing 211.07 to 633.20 damage and forking to another target.
It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower.

This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.

This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.

It is part of a set of items.It would go well with another part of Ureslak.When wielded/worn:
Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane
Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcaneIt can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 50 power out of 50/50.

This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow.

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 29Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase three of your primary stats by 6 for 10 turns.
While Heroism is active, you will only die when reaching -468 life.
It will always increase your three highest stats.
If your life is below 0 when this effect wears off it will be set to 1.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

heroism infusion (+6 for 10 turns, die at -468)

heroism infusion of the duelist (+10 for 11 turns, die at -403)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 3

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase three of your primary stats by 10 for 11 turns.
While Heroism is active, you will only die when reaching -403 life.
It will always increase your three highest stats.
If your life is below 0 when this effect wears off it will be set to 1.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

heroism infusion of the duelist (+10 for 11 turns, die at -403)

heroism infusion of the sneak (+19 for 8 turns, die at -528)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 3

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 29Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase three of your primary stats by 19 for 8 turns.
While Heroism is active, you will only die when reaching -528 life.
It will always increase your three highest stats.
If your life is below 0 when this effect wears off it will be set to 1.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 23% for 6 turns.

Also removes cross-tier effects of the affected types for free.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 54.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 267.84 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 58 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 22Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to direct a cone of chilling stormwind doing 136.50 cold damage.
The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 22 vs. physical save).
The deep cold also crystalizes your mind, removing one random detrimental mental effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport in a range of 8.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 11Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport in a range of 11.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport in a range of 14.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 6Cooldown: 13Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of heat, doing 399.51 fire damage over 5 turns
The intensity of the heat will also remove one random detrimental physical effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 6Cooldown: 19Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of lightning, doing 250.43 to 751.28 lightning damage.
Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn)It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 6Cooldown: 22Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of lightning, doing 282.14 to 846.42 lightning damage.
Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn)It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 6Cooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to fire a beam of lightning, doing 217.62 to 652.86 lightning damage.
Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn)It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 21Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 785% for 10 turns and instantly restoring 39 mana.
Also when resting your mana will regenerate at 0.5 per turn.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1138% for 10 turns and instantly restoring 56 mana.
Also when resting your mana will regenerate at 0.5 per turn.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 23Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1192% for 10 turns and instantly restoring 59 mana.
Also when resting your mana will regenerate at 0.5 per turn.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1505% for 10 turns and instantly restoring 75 mana.
Also when resting your mana will regenerate at 0.5 per turn.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 159 with a minimum range of 15.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

teleportation rune of the wizard (range 159)

Sealed Scroll of Last Hope0.10 Encumbrance.

[Unique]
Type: scroll / scroll

It can be used to open the seal and read the message.

Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.

Sealed Scroll of Last Hope

Ancient Tome titled 'Gems and their uses'0.10 Encumbrance.

[Plot Item]
Type: scroll / tome

Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.

Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

When wielded/worn:
Cut immunity: +50%
Healing mod.: +13%It can be used to activate talent Heal, placing all other charms into a 35 cooldown :Effective talent level: 3.0Power cost: 35 out of 35/35.Range: melee/personalTravel Speed: instantaneousIs: a nature giftDescription: Imbues your body with natural energies, healing for 340 life.
The life healed will increase with your Mindpower.

This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed.
Perhaps it feels all the death you will bring to others in the near future.

When wielded/worn:
Accuracy: +13 (+7 eff.)
Armour penetration: +7
Defense: +12 (+6 eff.)
Changes stats: +6 Wil
Mental save: +12 (+4 eff.)It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :Effective talent level: 2.0Power cost: 10 out of 10/10.Range: 7Travel Speed: instantaneousDescription: Jump back up to 4 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

When wielded/worn:
Accuracy: +13 (+7 eff.)
Armour penetration: +11
Defense: +12 (+6 eff.)It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :Effective talent level: 2.0Power cost: 10 out of 10/10.Range: 7Travel Speed: instantaneousDescription: Jump back up to 4 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

Rings can have magical properties.

voratun ring of pilfering

warrior's stralite ring of tenacity
Crafted by a master0.10 Encumbrance.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

When wielded/worn:
Defense: +10 (+5 eff.)
Changes stats: +6 Mag / +6 Wil / +10 Lck
Changes resistances: +20% temporal
Changes resistances cap: +10% temporal
Changes damage: +10% temporal
Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination
Physical save: +20 (+9 eff.)
Spell save: +20 (+7 eff.)
Mental save: +20 (+7 eff.)
Confusion immunity: +40%
Spellpower: +8 (+2 eff.)It can be used to activate talent See the Threads (costing 50 power out of 50/50) :Effective talent level: 1.0Power cost: 50 out of 50/50.Range: melee/personalTravel Speed: instantaneousIs: a spellDescription: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
This spell may only be used once per zone level.

Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light.

Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.

These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.

It is part of a set of items.Only supremacy of the arcane can release its full power.When wielded/worn:
Defense: +2 (+1 eff.)
Changes resistances: +20% arcane
Talent mastery: +0.20 Spell / Meta
Talent cooldown: Disruption Shield (-10 turns)
Mana each turn: +2.00

A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages.
Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it.

When wielded/worn:
See stealth: +10
See invisible: +10When used to imbue an object:
See stealth: +10
See invisible: +10When used as an alchemist bomb:
Additional 30 acid damageLatent Damage Type: Nature

Gems can be sold for money or used in arcane rituals.

39 turquoise

Heart of the Sandworm Queen
Infused by nature0.00 Encumbrance.

[Plot Item]
Type: corpse / heart

It can be used to consume the heart.

The heart of the Sandworm Queen, ripped from her dead body.
You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.

Heart of the Sandworm Queen

Heart of Poosh
Infused by nature5.00 Encumbrance.

[Unique]
Type: misc / land

When carried:
Changes damage: +2% allIt can be used to natural balance, costing 100 power out of 100/100.

The very heart of the lost land of Poosh. What did Kelad need with it?

watchleader's dwarven lantern of health
Infused by nature
Crafted by a master1.00 Encumbrance.

Type: lite / lite ; tier 5

When wielded/worn:
Blindness immunity: +42%
Confusion immunity: +30%
Maximum life: +61.00
Light radius: +9
See stealth: +21
See invisible: +10It can be used to activate talent Track, placing all other charms into a 40 cooldown :Effective talent level: 1.8Power cost: 40 out of 40/40.Range: melee/personalTravel Speed: instantaneousDescription: Sense foes around you in a radius of 35 for 5 turns.
The radius will increase with your Cunning.

Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

One of the ruby eyes of the legendary giant golem Atamathon.
It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.

Atamathon's Lost Ruby Eye

alchemist ruby0.00 Encumbrance.

Type: alchemist-gem / red ; tier 4

When used as an alchemist bomb:
Bomb damage +20%

Gems can be sold for money or used in arcane rituals.

alchemist ruby

67 bloodstone0.00 Encumbrance.

Type: gem / red ; tier 5

When wielded/worn:
Stun/Freeze immunity: +60%When used to imbue an object:
Stun/Freeze immunity: +60%When used as an alchemist bomb:
Life regen 10% of max lifeLatent Damage Type: Fire

It can be used to shoot a cone of flames (radius 5) for 1080.54 fire damage (based on Magic), costing 50 power out of 75/75.

Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.

Gwai's Burninator

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 321/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Rod of Spydric Poison (3/3)
Infused by nature2.00 Encumbrance.

[Unique]
Type: charm / rod

It can be used to shoot a bolt of spydric poison out to range 12, dealing 830.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75.

This rod carved out of a giant spider fang continuously drips venom.

Rod of Spydric Poison (3/3)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

When wielded/worn:
Talent cooldown: Volcano (-2 turns)
Talent granted: +2 Volcano It can be used to fire a bolt of a random element with (base) damage 258 to 517, putting all charms on cooldown for 10 turns.

Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.

volcanic dragonbone wand of conjuration [power 517] (10 cooldown)

Burning Star
Powered by arcane forces1.00 Encumbrance.

[Unique]
Type: gem / white ; tier 3

When carried:
Light radius: +1Latent Damage Type: LightIt can be used to map surroundings within range 20, costing 30 power out of 30/30.

The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.

WINNER!

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.

Achievements

A dangerous secretFound the mysterious staff and told Last Hope about it.
By Wario the Shalore Alchemist level 311st Time of Balance 124th year of Ascendancy at 11:13see stats

A different point of viewLearned the five chapters of Orc history through loremaster Hadak's tales.
By Wario the Shalore Alchemist level 4475th Dusk 125th year of Ascendancy at 18:49see stats

Against all oddsKilled Ukruk in the ambush.
By Wario the Shalore Alchemist level 3074th Haze 123rd year of Ascendancy at 03:52see stats

ArachnophobiaDestroyed the spydric menace.
By Wario the Shalore Alchemist level 3431st Dusk 124th year of Ascendancy at 09:38see stats

Are you out of your mind?!Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
By Wario the Shalore Alchemist level 4170th Dusk 125th year of Ascendancy at 04:26see stats

Back and there againOpened a portal to the Far East from Maj'Eyal.
By Wario the Shalore Alchemist level 4148th Dusk 125th year of Ascendancy at 04:43see stats

Brave new worldWent to the Far East and took part in the war.
By Wario the Shalore Alchemist level 3323rd Dusk 124th year of Ascendancy at 08:19see stats

Bringer of DoomKilled a Bringer of Doom.
By Wario the Shalore Alchemist level 5015th Pyre 126th year of Ascendancy at 23:55see stats

Can you bear it? So much bearness!Killed Borius in the Bearscape.
By Wario the Shalore Alchemist level 3910th Flare 125th year of Ascendancy at 18:25see stats

Clone WarDestroyed your own Shade.
By Wario the Shalore Alchemist level 4161st Dusk 125th year of Ascendancy at 20:39see stats

Eye of the stormFreed Derth from the onslaught of the mad Tempest, Urkis.
By Wario the Shalore Alchemist level 314th Decay 123rd year of Ascendancy at 08:21see stats

Fear of FoursKilled all four bosses of the Slime Tunnels.
By Wario the Shalore Alchemist level 503rd Pyre 126th year of Ascendancy at 01:11see stats

Home sweet homeDispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Wario the Shalore Alchemist level 2135th Dusk 123rd year of Ascendancy at 05:37see stats

I cleared the room of death and all I got was this lousy achievement!Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
By Wario the Shalore Alchemist level 4371st Dusk 125th year of Ascendancy at 12:20see stats

Level 10Got a character to level 10.
By Wario the Shalore Alchemist level 1079th Dusk 122nd year of Ascendancy at 05:44see stats

Level 20Got a character to level 20.
By Wario the Shalore Alchemist level 208th Mirth 123rd year of Ascendancy at 13:35see stats

Level 30Got a character to level 30.
By Wario the Shalore Alchemist level 3071st Haze 123rd year of Ascendancy at 17:11see stats

Level 40Got a character to level 40.
By Wario the Shalore Alchemist level 4028th Dusk 125th year of Ascendancy at 14:20see stats

Level 50Got a character to level 50.
By Wario the Shalore Alchemist level 5067th Regrowth 126th year of Ascendancy at 04:41see stats

OrcristKilled the leaders of the Orc Pride.
By Wario the Shalore Alchemist level 4851st Haze 125th year of Ascendancy at 02:21see stats

Race through fireRaced through the fires of the Charred Scar to stop the Sorcerers.
By Wario the Shalore Alchemist level 496th Regrowth 126th year of Ascendancy at 20:20see stats

Rescuer of the lostRescued the merchant from the assassin lord.
By Wario the Shalore Alchemist level 1376th Regrowth 123rd year of Ascendancy at 23:32see stats

Savior of the damsels in distressSaved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
By Wario the Shalore Alchemist level 2736th Haze 123rd year of Ascendancy at 13:58see stats

Size is everythingDid over 1500 damage in one attack.
By Wario the Shalore Alchemist level 3430th Dusk 124th year of Ascendancy at 13:08see stats

Size mattersDid over 600 damage in one attack.
By Wario the Shalore Alchemist level 1766th Pyre 123rd year of Ascendancy at 15:03see stats

SlidersActivated a portal using the Orb of Many Ways.
By Wario the Shalore Alchemist level 3214th Pyre 124th year of Ascendancy at 00:53see stats

Tactical masterFought the two Sorcerers without closing any invocation portals.
By Wario the Shalore Alchemist level 5021st Pyre 126th year of Ascendancy at 21:49see stats

The ArenaUnlocked Arena mode.
By Wario the Shalore Alchemist level 1127th Haze 122nd year of Ascendancy at 15:23see stats

The Legend of GarkulLearned the five chapters of the Legend of Garkul.
By Wario the Shalore Alchemist level 4730th Haze 125th year of Ascendancy at 19:05see stats

The bigger the better!Did over 3000 damage in one attack.
By Wario the Shalore Alchemist level 4477th Dusk 125th year of Ascendancy at 16:38see stats

The secret cityDiscovered the truth about mages.
By Wario the Shalore Alchemist level 139th Allure 123rd year of Ascendancy at 14:25see stats

There and back againOpened a portal to Maj'Eyal from the Far East.
By Wario the Shalore Alchemist level 3616th Regrowth 125th year of Ascendancy at 09:28see stats